Abstract

BackgroundMobile technology is increasingly important for delivering public health interventions to remote populations. This research study developed, piloted, and assessed a serious game for mobile devices that teaches geohazard, maternal, and neonatal health messages. This unique mHealth intervention aimed at low-literacy audiences in low resource settings is part of the Maternal and Neonatal Technologies in Rural Areas (MANTRA) project: Increasing maternal and child health resilience before, during, and after disasters using mobile technology in Nepal.MethodsThe serious game was developed through a co-creation process between London and Kathmandu based researchers by email and video-calling, and face-to-face with local stakeholders in Nepal. The process identified core needs, developed appropriate pictograms and mechanics, and tailored the pilot serious game to the local cultural context. Evaluations and feedback from end users took place in rural villages and suburban Kathmandu in Province Three. Field evaluation sessions used mixed methods. Researchers observed game play and held focus group discussions to elicit qualitative feedback and understand engagement, motivation, and usability, and conducted a paired pre- and post-game knowledge assessment.ResultsThe MANTRA serious game is contextualized to rural Nepal. The game teaches 28 learning objectives in three modules: maternal health, neonatal health, and geohazards, through picture matching with immediate audio and visual feedback. User feedback from focus groups demonstrated high engagement, motivation, and usability of the game.ConclusionsThis MANTRA study is a unique mHealth intervention of a serious game to teach core health and geohazards messages to low-literacy audiences in rural Nepal. Although the mobile game is tailored for this specific context, the developmental process and insights could be transferable to the development of other games-based interventions and contextualized for any part of the world. Successfully targeting this low-literacy and illiterate audience makes the MANTRA development process the first of its kind and a novel research endeavor with potential for widespread impact and adoption following further game development.Trial registrationThis project was approved by the University College London Ethics Committee in London, United Kingdom [10547/001], and the Nepal Health Research Council in Kathmandu, Nepal [Reg. No. 105/2017]. All participants provided informed written consent.

Highlights

  • Mobile technology is increasingly important for delivering public health interventions to remote populations

  • Mobile technology has begun to fill this gap by providing an infrastructure for reaching out to remote rural areas

  • We described the Maternal and Neonatal Technologies in Rural Areas (MANTRA) serious game development process for a public health intervention aimed at low-literacy women in remote rural communities in Nepal to improve their knowledge and healthcare seeking behavior around maternal, neonatal health and geohazards

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Summary

Introduction

Mobile technology is increasingly important for delivering public health interventions to remote populations. This research study developed, piloted, and assessed a serious game for mobile devices that teaches geohazard, maternal, and neonatal health messages This unique mHealth intervention aimed at low-literacy audiences in low resource settings is part of the Maternal and Neonatal Technologies in Rural Areas (MANTRA) project: Increasing maternal and child health resilience before, during, and after disasters using mobile technology in Nepal. The project in Nepal entitled “Maternal and Neonatal Technologies in Rural Areas (MANTRA): Increasing maternal and child health resilience before during and after disasters using mobile technology” investigated building women’s resilience by improving access to information and communications before, during, and after environmental disasters by developing an mHealth intervention to support and expand existing participatory learning public health interventions, social protection mechanisms, and awareness of everyday geohazards [6,7,8,9,10,11,12]. Lessons for developing serious games according to the needs of low-literacy users could be transferred from research aimed at other illiterate audiences, such as toddlers and young children

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